//怪物数据
export default {
    "1": (characters_id) => {
        let datas = [];
        for (let index = 0; index < 10; index++) {
            datas.push({
                "名称": "木桩",
                "模型": "木桩",
                "伤害": 100,
                "气血": 10000000,
                "速度": 1,
                "防御": 1,
                "等级": _CharactersData.get(characters_id)["等级"],
                "AI": {
                    "*": { "附加": 4, "目标": "0", "类型": "防御", "参数": "" },
                },
                "技能": [],
                "主动技能": [],
                "被动技能": [],
            })
        }
        return datas;
    },
    //主线1 进度4 野猪
    "1-4": (characters_id) => {
        return build_activity_monster(characters_id, 110000);
    },
    //主线1 进度9 狸
    "1-9": (characters_id) => {
        return build_activity_monster(characters_id, 110001);
    },
    //主线2 进度11 商人的鬼魂
    "2-11": (characters_id) => {
        return build_activity_monster(characters_id, 110002);
    },
    //主线3 进度2 白鹿精
    "3-2": (characters_id) => {
        return build_activity_monster(characters_id, 110005);
    },
    //主线3 进度5 酒肉和尚
    "3-5": (characters_id) => {
        return build_activity_monster(characters_id, 110007);
    },
    //主线3 进度8 分支3 白琉璃
    "3-8-3": (characters_id) => {
        return build_activity_monster(characters_id, 110008);
    },
    //主线3 进度14 酒肉和尚
    "3-14": (characters_id) => {
        return build_activity_monster(characters_id, 110009);
    },
    //主线3 进度17 幽冥鬼
    "3-17": (characters_id) => {
        return build_activity_monster(characters_id, 110010);
    },
    //主线3 进度22 衙门守卫
    "3-22": (characters_id) => {
        return build_activity_monster(characters_id, 110011);
    },
    //主线3 进度24 虾兵
    "3-24": (characters_id) => {
        return build_activity_monster(characters_id, 110012);
    },
    //主线3 进度27 山神
    "3-27": (characters_id) => {
        return build_activity_monster(characters_id, 110013);
    },
    //主线3 进度29 蟹将军
    "3-29": (characters_id) => {
        return build_activity_monster(characters_id, 110014);
    },
    //主线3 进度46 刘洪
    "3-46": (characters_id) => {
        return build_activity_monster(characters_id, 110015);
    },
    //主线3 进度47 李彪
    "3-47": (characters_id) => {
        return build_activity_monster(characters_id, 110016);
    },
    //主线3 进度48 刘洪
    "3-48": (characters_id) => {
        return build_activity_monster(characters_id, 110017);
    },
    //主线4 进度1 天兵飞剑
    "4-1": (characters_id) => {
        return build_activity_monster(characters_id, 110018);
    },
    //主线4 进度2 卷帘大将
    "4-2": (characters_id) => {
        return build_activity_monster(characters_id, 110019);
    },
    //主线4 进度3 卷帘大将
    "4-3": (characters_id) => {
        return build_activity_monster(characters_id, 110020);
    },
    //主线4 进度6 龙孙
    "4-6": (characters_id) => {
        return build_activity_monster(characters_id, 110021);
    },
    //主线4 进度8 小龙女
    "4-8": (characters_id) => {
        return build_activity_monster(characters_id, 110022);
    },
    //主线4 进度12 李靖
    "4-12": (characters_id) => {
        return build_activity_monster(characters_id, 110023);
    },
    //主线4 进度13 守门天兵
    "4-13": (characters_id) => {
        return build_activity_monster(characters_id, 110024);
    },
    //主线4 进度21 路人甲
    "4-21": (characters_id) => {
        return build_activity_monster(characters_id, 110025);
    },
    //主线4 进度23 卷帘大将
    "4-23": (characters_id) => {
        return build_activity_monster(characters_id, 110026);
    },
    //主线5 进度6 小白龙
    "5-6": (characters_id) => {
        return build_activity_monster(characters_id, 110027);
    },
    //主线5 进度8 梦之魅
    "5-8": (characters_id) => {
        return build_activity_monster(characters_id, 110028);
    },
    //主线5 进度9 血之魅
    "5-9": (characters_id) => {
        return build_activity_monster(characters_id, 110029);
    },
    //主线5 进度10 森之魅
    "5-10": (characters_id) => {
        return build_activity_monster(characters_id, 110030);
    },
    //主线5 进度12 奔波儿霸
    "5-12": (characters_id) => {
        return build_activity_monster(characters_id, 110031);
    },
    //主线5 进度13 蟹将军
    "5-13": (characters_id) => {
        return build_activity_monster(characters_id, 110032);
    },
    //主线5 进度14 虾将军
    "5-14": (characters_id) => {
        return build_activity_monster(characters_id, 110033);
    },
    //主线5 进度16 王母娘娘
    "5-16": (characters_id) => {
        return build_activity_monster(characters_id, 110034);
    },
    //主线5 进度17 万圣公主
    "5-17": (characters_id) => {
        return build_activity_monster(characters_id, 110035);
    },
    //主线5 进度19 九头精怪
    "5-19": (characters_id) => {
        return build_activity_monster(characters_id, 110036);
    },
    //主线5 进度20 九头精怪
    "5-20": (characters_id) => {
        return build_activity_monster(characters_id, 110037);
    },
    //主线5 进度21 玉皇大帝
    "5-21": (characters_id) => {
        return build_activity_monster(characters_id, 110038);
    },
    //主线6 进度9 春十三娘
    "6-9": (characters_id) => {
        return build_activity_monster(characters_id, 110003);
    },
    //主线7 进度2 康太尉
    "7-2": (characters_id) => {
        return build_activity_monster(characters_id, 110039);
    },
    //主线7 进度11 高翠兰
    "7-11": (characters_id) => {
        return build_activity_monster(characters_id, 110040);
    },
    //主线7 进度15
    "7-15": (characters_id) => {
        return build_activity_monster(characters_id, 110041);
    },
    //主线7 进度28
    "7-28": (characters_id) => {
        return build_activity_monster(characters_id, 110042);
    },
    //主线7 进度38
    "7-38": (characters_id) => {
        return build_activity_monster(characters_id, 110043);
    },
    //主线7 进度48
    "7-48": (characters_id) => {
        return build_activity_monster(characters_id, 110044);
    },
    //主线7 进度53
    "7-53": (characters_id) => {
        return build_activity_monster(characters_id, 110045);
    },
    //主线8 进度48
    "8-48": (characters_id) => {
        return build_activity_monster(characters_id, 110046);
    },
    //主线8 进度53
    "8-53": (characters_id) => {
        return build_activity_monster(characters_id, 110004);
    },
    //主线9 进度2
    "9-2": (characters_id) => {
        return build_activity_monster(characters_id, 100066);
    },
    //主线9 进度3
    "9-3": (characters_id) => {
        return build_activity_monster(characters_id, 100067);
    },
    //主线9 进度4
    "9-4": (characters_id) => {
        return build_activity_monster(characters_id, 100068);
    },
    //主线9 进度5
    "9-5": (characters_id) => {
        return build_activity_monster(characters_id, 100069);
    },
    //主线9 进度6
    "9-6": (characters_id) => {
        return build_activity_monster(characters_id, 100070);
    },
    //主线9 进度7
    "9-7": (characters_id) => {
        return build_activity_monster(characters_id, 100071);
    },
    //主线9 进度8
    "9-8": (characters_id) => {
        return build_activity_monster(characters_id, 100072);
    },
    //主线9 进度9
    "9-9": (characters_id) => {
        return build_activity_monster(characters_id, 100073);
    },
    //主线9 进度10
    "9-10": (characters_id) => {
        return build_activity_monster(characters_id, 100074);
    },
}

/**
 * 构建活动怪物数据
 * @param {*} characters_id 
 * @param {*} activity_number 
 * @returns 
 */
export function build_activity_monster(characters_id, activity_number) {
    console.debug(`构建活动怪物数据`)
    let level = 0
    let monster_list = [];
    let activity_data = G.ActivityData.default[activity_number];
    if (activity_data === undefined) {
        return undefined;
    }

    // 确定怪物等级
    let avg_level = Math.floor(G.TeamUtils.get_avg_level(characters_id) / 10) * 10
    if (avg_level < activity_data["最低等级"]) {
        level = activity_data["最低等级"]
    } else if (avg_level > activity_data["最高等级"]) {
        level = activity_data["最高等级"]
    } else {
        level = avg_level
    }

    console.debug(activity_data["最低等级"])
    console.debug(activity_data["最高等级"])
    console.debug(level)

    // 怪物数量
    let monster_num = 1;
    let characters = _CharactersData.get(characters_id);
    // 小怪数量平衡
    let team_data = G.TeamUtils.get_team_data(characters["队伍"])
    if (team_data) {
        if (team_data["成员"].length > 2) {
            monster_num = activity_data["最大数量"] || 1;
        }
    } else {
        monster_num = activity_data["最小数量"] || 1;
    }

    let slave_index = 0;
    for (let index = 0; index < monster_num; index++) {
        let monster_data;
        if (index === 0) {
            console.debug(`构建活动怪物数据,类型：主怪`)
            monster_data = G.MonsterData.default[G.RandomUtils.random_get_array(activity_data["主怪"])];
        } else {
            console.debug(`构建活动怪物数据,类型：喽啰`)
            if (activity_data["小怪"]) {
                if (activity_data["小怪规则"] === "随机") {
                    //随机取
                    monster_data = G.MonsterData.default[G.RandomUtils.random_get_array(activity_data["小怪"])];
                } else if (activity_data["小怪规则"] === "循环") {
                    // 循环取 到结尾从头开始取
                    if (activity_data["小怪"][slave_index] === undefined) {
                        slave_index = 0
                    }
                    monster_data = G.MonsterData.default[activity_data["小怪"][slave_index]];
                    slave_index++;
                }
            }
        }
        if (monster_data) {
            console.debug(`构建活动怪物数据,名称：${monster_data["名称"]}`)
            monster_list[index] = {};
            monster_list[index]["等级"] = level;
            monster_list[index]["模型"] = G.RandomUtils.random_get_array(monster_data["模型"]);
            if (monster_data["武器名称"]) {
                let item_data = G.AllItemData.default[monster_data["武器名称"]];
                monster_list[index]["武器"] = { "名称": monster_data["武器名称"], "级别限制": monster_data["武器等级"], "子类": item_data["wp_4"] };
            }
            //阶段属性
            let level_attribute = G.MonsterLevelAttribute.default[level];
            console.debug(level_attribute)
            monster_list[index]["伤害"] = Math.floor(level_attribute["伤害"] * monster_data["伤害加成"] * activity_data["系数"]);
            if (monster_data["血量加成"] > 100) {
                monster_list[index]["气血"] = monster_data["血量加成"]
            } else {
                monster_list[index]["气血"] = Math.floor(level_attribute["气血"] * monster_data["血量加成"] * activity_data["系数"])
            }
            monster_list[index]["最大气血"] = monster_list[index]["气血"];
            monster_list[index]["气血上限"] = monster_list[index]["气血"];

            monster_list[index]["灵力"] = Math.floor(level_attribute["灵力"] * activity_data["系数"]);
            monster_list[index]["速度"] = Math.floor(level_attribute["速度"] * monster_data["速度加成"] * activity_data["系数"]);
            monster_list[index]["防御"] = Math.floor(level_attribute["防御"] * monster_data["防御加成"] * activity_data["系数"]);
            monster_list[index]["法防"] = Math.floor(level_attribute["法防"] * monster_data["法防加成"] * activity_data["系数"]);
            monster_list[index]["法伤"] = Math.floor(level_attribute["法伤"] * monster_data["法伤加成"] * activity_data["系数"]);
            monster_list[index]["魔法"] = Math.floor(level_attribute["魔法"] * activity_data["系数"]);
            monster_list[index]["最大魔法"] = monster_list[index]["魔法"];
            monster_list[index]["体质"] = Math.floor(level_attribute["体质"] * activity_data["系数"]);
            monster_list[index]["魔力"] = Math.floor(level_attribute["魔力"] * activity_data["系数"]);
            monster_list[index]["力量"] = Math.floor(level_attribute["力量"] * activity_data["系数"]);
            monster_list[index]["耐力"] = Math.floor(level_attribute["耐力"] * activity_data["系数"]);
            monster_list[index]["敏捷"] = Math.floor(level_attribute["敏捷"] * activity_data["系数"]);
            monster_list[index]["躲避"] = Math.floor(level_attribute["速度"] * monster_data["速度加成"] * activity_data["系数"]);
            monster_list[index]["抵抗封印等级"] = monster_data["抵抗封印等级"];
            monster_list[index]["封印命中等级"] = monster_data["封印命中等级"];
            monster_list[index]["变异"] = monster_data["变异"];
            monster_list[index]["可捕捉"] = monster_data["可捕捉"];
            monster_list[index]["特殊变异"] = monster_data["特殊变异"];
            monster_list[index]["技能目标数"] = monster_data["技能目标数"];
            monster_list[index]["主怪"] = monster_data["主怪"];
            monster_list[index]["招式特效"] = monster_data["招式特效"];
            monster_list[index]["饰品颜色"] = monster_data["饰品颜色"];
            monster_list[index]["附加阵法"] = monster_data["附加阵法"];
            monster_list[index]["开场发言"] = monster_data["开场发言"];
            monster_list[index]["死亡击飞"] = monster_data["AI"]["击飞"];
            monster_list[index]["AI"] = monster_data["AI"];

            if (monster_data["炫彩"]) {
                monster_list[index]["炫彩"] = G.RGB.monster_rgb_data[monster_data["炫彩"]]["id"] || 65;
            }

            if (monster_data["炫彩组"]) {
                monster_list[index]["炫彩组"] = G.RGB.rgb_data[monster_data["炫彩组"]] || [{ "B": 255, "R": 255, "G": 255 }, { "B": 255, "R": 255, "G": 255 }, { "B": 0, "R": 0, "G": 0 }];
            }
            monster_list[index]["名称"] = G.RandomUtils.random_get_array(monster_data["名称"]);
            monster_list[index]["法宝技能"] = []
            monster_list[index]["法宝佩戴"] = [];
            monster_list[index]["技能"] = monster_data["技能"];
            monster_list[index]["主动技能"] = monster_data["主动技能"];
            monster_list[index]["被动技能"] = monster_data["被动技能"];

            if (monster_data["特技"]) {
                for (let j = 0; j < monster_data["特技"].length; j++) {
                    monster_list[index]["主动技能"].push(monster_data["特技"][index]);
                }
            }
            if (monster_data["法宝佩戴"]) {
                for (let j = 0; j < monster_data["法宝佩戴"].length; j++) {
                    let fb = G.ItemUtils.generate_item_data(monster_data["法宝佩戴"][index]);
                    fb["境界"] = 15;
                    monster_list[index]["法宝佩戴"].push(fb);
                }
            }

            // TODO 怪物的法宝技能应该放在哪里待定
            if (monster_data["法宝技能"]) {
                for (let j = 0; j < monster_data["法宝技能"].length; j++) {
                    monster_list[index]["法宝技能"].push(monster_data["法宝技能"][index]);
                }
            }

            if (monster_data["门派"]) {
                monster_list[index]["门派"] = G.RandomUtils.random_get_array(monster_data["门派"]);
                // 根据怪物等级和流派加入门派技能
                let sects_skill_names = G.Sects.sects_skill[monster_list[index]["门派"]];
                for (let j = 0; j < sects_skill_names.length; j++) {
                    let sikll_name = sects_skill_names[j];
                    let sub_skill_name_fn = monster_learn_sectes_skills[sikll_name];
                    if (sub_skill_name_fn) {
                        let sub_skill_names = sub_skill_name_fn(monster_list[index]["等级"], monster_data["流派"]);
                        for (let k = 0; k < sub_skill_names.length; k++) {
                            let sub_skill_name = sub_skill_names[k];
                            if (G.Skill.active_skill.includes(sub_skill_name)) {
                                console.debug(`添加主动技能 ${sub_skill_name}`)
                                monster_list[index]["主动技能"].push(sub_skill_name);
                            }
                            if (G.Skill.passive_skill.includes(sub_skill_name)) {
                                console.debug(`添加被动技能 ${sub_skill_name}`)
                                monster_list[index]["被动技能"].push(sub_skill_name);
                            }
                        }
                    }
                }
            }
        }

    }
    console.debug(`构建活动怪物数据完成 => : ${monster_list.length}`)
    return monster_list;
}

// 获得门派对应主技能的子技能
const monster_learn_sectes_skills = {
    "金刚伏魔": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 120) {
            data.push("佛法无边");
        }
        return data;
    },
    "小乘佛法": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1) {
            if (lp === "杏林妙手") {
                data.push("明光")//被动
                data.push("佛眷")//被动
            }
            else if (lp === "护法金刚") {
                data.push("明光")//被动
                data.push("聚气")//被动
            }
            else if (lp === "无量尊者") {
                data.push("度厄")//被动
            }
        }
        if (skill_level >= 50) {
            data.push("紫气东来")
        }
        return data;
    },
    "诵经": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1) {
            data.push("唧唧歪歪")
        }
        return data;
    },
    "佛光普照": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 20) {
            data.push("韦陀护法")
        }
        if (skill_level >= 35) {
            data.push("金刚护体")
            data.push("拈花妙指")
        }
        if (skill_level >= 30) {
            // data.push("达摩护体")
            data.push("一苇渡江")
            data.push("金刚护法")
        }
        if (skill_level >= 180) {
            if (lp === "无量尊者") {
                data.push("功德无量")
            }
            else {
                data.push("醍醐灌顶")
            }
        }
        return data;
    },
    "大慈大悲": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 40) {
            data.push("我佛慈悲")
        }
        return data;
    },
    "歧黄之术": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 10) {
            data.push("推拿")
        }
        if (skill_level >= 15) {
            data.push("解毒")
        }
        if (skill_level >= 25) {
            data.push("活血")
        }
        if (skill_level >= 35) {
            data.push("推气过宫")
            data.push("妙手回春")
            data.push("救死扶伤")
        }
        if (skill_level >= 120) {
            if (lp === "无量尊者") {
                data.push("六尘不染")
            } else {
                data.push("舍生取义")
            }
        }

        return data;
    },
    "渡世步": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1) {
            data.push("佛门普渡")
        }
        if (skill_level >= 20) {
            data.push("谆谆教诲")
        }
        return data;
    },
    "为官之道": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 15) {
            data.push("杀气诀")
        }
        if (skill_level >= 45) {
            data.push("翩鸿一击")
        }
        return data;
    },
    "无双一击": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 25) {
            data.push("后发制人")
        }
        return data;
    },
    "神兵鉴赏": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 15) {
            data.push("兵器谱")
        }
        return data;
    },
    "疾风步": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1) {
            data.push("千里神行")
        }
        return data;
    },
    "十方无敌": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 30) {
            data.push("横扫千军")
        }
        if (skill_level >= 120) {
            data.push("破釜沉舟")
        }
        return data;
    },
    "紫薇之术": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 50) {
            data.push("斩龙诀")
        }
        if (lp === "无双战神") {
            data.push("连破")
        }
        return data;
    },
    "文韬武略": (skill_level, lp) => {
        let data = [];
        if (lp === "虎贲上将") {
            data.push("披坚执锐")
        }
        if (skill_level >= 20) {
            data.push("反间之计")
        }
        if (skill_level >= 35) {
            data.push("嗜血")
        }
        if (skill_level >= 120) {
            data.push("安神诀")
        }
        if (skill_level >= 180) {
            data.push("其疾如风")
            data.push("其徐如林")
            data.push("侵掠如火")
            data.push("岿然如山")
        }
        return data;
    },
    "九龙诀": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1) {
            data.push("龙魂")//被动
            data.push("龙骇")//被动
        }
        if (skill_level >= 15) {
            data.push("清心")
        }
        if (skill_level >= 30) {
            data.push("解封")
        }
        if (skill_level >= 130) {
            data.push("二龙戏珠")
        }
        return data;
    },
    "破浪诀": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 120) {
            data.push("神龙摆尾")
        }
        return data;
    }
    , "呼风唤雨": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 15) {
            data.push("龙卷雨击")
        }
        return data;
    }
    , "龙腾术": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 50) {
            data.push("龙腾")
        }
        if (skill_level >= 180) {
            data.push("龙战于野")
        }
        return data;
    }
    , "逆鳞术": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 30) {
            data.push("逆鳞")
        }
        return data;
    }
    , "游龙术": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1) {
            data.push("水遁")
        }
        if (skill_level >= 20) {
            data.push("乘风破浪")
        }
        return data;
    }
    , "龙附术": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 25) {
            data.push("龙啸九天")
        }
        if (skill_level >= 30) {
            data.push("龙吟")
        }
        if (skill_level >= 35) {
            data.push("龙附")
        }
        return data;
    }
    // 方寸
    , "黄庭经": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 30) {
            data.push("三星灭魔")
        }
        if (lp === "伏魔天师") {
            if (skill_level >= 1) {
                data.push("奔雷")
            }
        }
        return data;
    }
    , "磐龙灭法": (skill_level, lp) => {
        let data = [];
        return data;
    }
    , "霹雳咒": (skill_level, lp) => {
        let data = [];
        if (lp === "五雷正宗") {
            if (skill_level >= 10) {
                data.push("五雷正法")
                data.push("雷法·崩裂")
                data.push("雷法·震煞")
                data.push("雷法·坤伏")
                data.push("雷法·轰天")
            }
            else
                if (skill_level >= 1) {
                    data.push("五雷咒")
                }
        }
        return data;
    }
    , "符之术": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 10) {
            data.push("催眠符")
        }
        if (lp === "五雷正宗") {
            if (skill_level >= 10) {
                data.push("咒符")
            }
        }
        if (skill_level >= 15) {
            data.push("落魄符")
        }
        if (skill_level >= 20) {
            data.push("追魂符")
        }
        if (skill_level >= 20) {
            data.push("失忆符")
        }
        if (skill_level >= 30) {
            data.push("定身符")
        }
        if (skill_level >= 20) {
            data.push("落雷符")
        }
        if (skill_level >= 25) {
            data.push("失魂符")
            data.push("离魂符")
        }
        if (skill_level >= 40) {
            data.push("失心符")
        }

        if (skill_level >= 120) {
            data.push("碎甲符")
        }
        return data;
    }
    , "归元心法": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 10) {
            data.push("归元咒")
            data.push("凝神术")
        }
        if (lp === "伏魔天师") {
            if (skill_level >= 10) {
                data.push("悲恸")
            }
        }
        return data;
    }
    , "神道无念": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 30) {
            data.push("乾天罡气")
        }
        if (skill_level >= 35) {
            data.push("神兵护法")
        }
        if (lp !== "五雷正宗") {
            if (skill_level >= 120) {
                data.push("分身术")
            }
        }
        if (skill_level >= 180) {
            data.push("否极泰来")
        }
        return data;
    }
    , "斜月步": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1) {
            data.push("乙木仙遁")
        }
        return data;
    }


    // 地府
    , "灵通术": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 30) {
            data.push("寡欲令")
        }
        if (skill_level >= 50) {
            data.push("堪察令")
        }
        return data;
    }
    , "六道轮回": (skill_level, lp) => {
        let data = [];
        if (lp === "诛刑毒师") {
            if (skill_level >= 30) {
                data.push("百鬼噬魂")
                data.push("血影蚀心")
            }
            else
                if (skill_level >= 45) {
                    data.push("六道无量")
                }
        }
        if (skill_level >= 50) {
            data.push("魂飞魄散")
        }
        return data;
    }
    , "幽冥术": (skill_level, lp) => {
        let data = [];
        if (lp !== "诛刑毒师") {
            if (skill_level >= 25) {
                data.push("阎罗令")
            }
            if (skill_level >= 75) {
                data.push("锢魂术")
            }
        }

        if (skill_level >= 120) {
            data.push("黄泉之息")
        }
        if (skill_level >= 180) {
            data.push("无间地狱")
        }
        return data;
    }
    , "拘魂诀": (skill_level, lp) => {
        let data = [];
        if (lp === "诛刑毒师") {
            if (skill_level >= 20) {
                data.push("森罗迷瘴")
            }
            else
                if (skill_level >= 20) {
                    data.push("判官令")
                }
            if (skill_level >= 120) {
                data.push("还阳术")
            }
        }
        if (skill_level >= 35) {
            data.push("尸气漫天")
        }
        return data;

    }
    , "九幽阴魂": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 30) {
            data.push("幽冥鬼眼")
        }
        if (skill_level >= 50) {
            data.push("冤魂不散")
        }
        return data;
    }
    , "尸腐恶": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 20) {
            data.push("尸腐毒")
        }
        if (skill_level >= 20) {
            data.push("修罗隐身")
        }
        return data;
    }
    , "无常步": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1) {
            data.push("杳无音讯")
        }
        return data;
    }

    // 天宫
    , "天罡气": (skill_level, lp) => {
        let data = [];
        if (lp === "霹雳真君") {
            if (skill_level >= 25) {
                data.push("霹雳弦惊")
                data.push("雷怒霆激")
            }
            if (skill_level >= 1) {
                data.push("返璞")
            }
        }
        if (skill_level >= 30) {
            data.push("天神护体")
        }
        if (skill_level >= 40) {
            data.push("天神护法")
        }
        if (skill_level >= 35) {
            data.push("五雷轰顶")
            data.push("浩然正气")
            data.push("天诛地灭")
        }
        if (lp !== "霹雳真君" && skill_level >= 50) {
            data.push("雷霆万钧")
        }
        if (lp === "踏雷天尊" && skill_level >= 45) {
            data.push("电芒")
        }
        return data;
    }
    , "傲世诀": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 25) {
            data.push("天雷斩")
            if (lp === "霹雳真君") {
                data.push("风雷斩")
            }
        }

        if (skill_level >= 180) {
            data.push("鸣雷诀")
        }
        return data;
    }
    , "宁气诀": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 20) {
            data.push("宁心")
        }
        return data;
    }
    , "清明自在": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 20) {
            data.push("知己知彼")
        }
        return data;
    }
    , "乾坤塔": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 30) {
            data.push("镇妖")
        }
        if (skill_level >= 50) {
            data.push("错乱")
        }
        if (skill_level >= 50) {
            data.push("掌心雷") //新增
        }
        return data;
    }
    , "混天术": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 40) {
            data.push("百万神兵")
        }
        if (skill_level >= 120) {
            data.push("金刚镯")
            data.push("天雷灌注")
        }
        return data;
    }
    , "云霄步": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1) {
            data.push("腾云驾雾")
        }
        return data;
    }


    // 魔王
    , "牛逼神功": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 35) {
            data.push("魔王护持")
        }
        if (lp !== "风火妖王") {
            if (skill_level >= 1) {
                data.push("魔冥") //被动
            }
            if (skill_level >= 45) {
                data.push("风云变色")
            }
        }
        return data;
    }
    , "火云术": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 30) {
            data.push("飞砂走石")
        }
        if (skill_level >= 20) {
            data.push("三昧真火")
        }
        if (skill_level >= 20) {
            data.push("火甲术")
        }
        if (skill_level >= 180) {
            data.push("魔火焚世")
        }
        return data;
    }
    , "裂石步": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1) {
            data.push("牛屎遁")
        }
        return data;
    }
    , "震天诀": (skill_level, lp) => {
        let data = [];
        return data;
    }
    , "牛虱阵": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 30) {
            data.push("无敌牛虱")
            data.push("无敌牛妖")
            data.push("摇头摆尾")
        }
        return data;
    }
    , "火牛阵": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 30) {
            data.push("牛劲")
        }
        if (skill_level >= 50) {
            data.push("踏山裂石")
        }
        return data;
    }
    , "回身击": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 30) {
            data.push("魔王回首")
        }
        return data;
    }


    //普陀
    , "灵性": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 10 && lp === "落伽神女") {
            data.push("五行珠")
        }
        if (skill_level >= 60) {
            data.push("自在心法")
        }
        if (skill_level >= 180) {
            data.push("清静菩提")
        }
        return data;
    }
    , "护法金刚": (skill_level, lp) => {
        let data = [];
        return data;
    }
    , "金刚经": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 15) {
            data.push("普渡众生")
        }
        if (skill_level >= 35) {
            data.push("莲华妙法")
        }
        if (skill_level >= 120 && lp !== "落伽神女") {
            data.push("灵动九天")
        }
        return data;
    }
    , "观音咒": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 30) {
            data.push("紧箍咒")
        }
        if (skill_level >= 20) {
            data.push("杨柳甘露")
            if (lp === "落伽神女") {
                data.push("剑意莲心")
            }
        }
        return data;
    }
    , "五行学说": (skill_level, lp) => {
        let data = [];
        if (lp !== "落伽神女") {
            if (skill_level >= 10) {
                data.push("日光华")
                data.push("靛沧海")
                data.push("巨岩破")
                data.push("苍茫树")
                data.push("地裂火")
            }
            else
                if (skill_level >= 10) {
                    data.push("苍茫刺")
                    data.push("日光耀")
                    data.push("靛沧啸")
                    data.push("巨岩击")
                    data.push("地裂焚")
                }
        }
        return data;
    }

    , "五行扭转": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 20) {
            data.push("颠倒五行")
            data.push("五行错位")
        }
        if (skill_level >= 120 && lp === "落伽神女") {
            data.push("五行感应")
        }
        return data;
    }
    , "莲花宝座": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1) {
            data.push("坐莲")
        }
        return data;
    }


    // 五庄观
    , "周易学": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 20) {
            data.push("驱魔")
        }
        if (skill_level >= 25) {
            data.push("驱尸")
        }
        if (lp === "万寿真仙") {
            if (skill_level >= 20) {
                data.push("还丹")//被动
            }
        } else if (lp === "乾坤力士") {
            if (skill_level >= 20) {
                data.push("骤雨")//被动
            }
            if (skill_level >= 25) {
                data.push("玄黄秘术")
            }
        }
        return data;
    }
    , "潇湘仙雨": (skill_level, lp) => {
        let data = [];
        if (lp === "万寿真仙") {
            if (skill_level >= 20) {
                data.push("金击式")
            }
            if (skill_level >= 25) {
                data.push("敲金击玉")
            }
            else
                if (skill_level >= 20) {
                    data.push("飘渺式")
                }
            if (skill_level >= 25) {
                data.push("烟雨剑法")
            }
        }

        if (skill_level >= 180) {
            data.push("同伤式")
        }
        return data;
    }
    , "乾坤袖": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 20) {
            data.push("日月乾坤")
        }
        if (skill_level >= 120) {
            data.push("天地同寿")
            data.push("乾坤妙法")
        }
        return data;
    }
    , "修仙术": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 30) {
            data.push("炼气化神")
        }
        if (skill_level >= 30) {
            data.push("生命之泉")
        }
        if (skill_level >= 35) {
            data.push("一气化三清")
            data.push("太极生化")
        }
        return data;
    }
    , "混元道果": (skill_level, lp) => {
        let data = [];
        return data;
    }
    , "明性修身": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 30) {
            data.push("三花聚顶")
        }
        return data;
    }
    , "七星遁": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1) {
            data.push("斗转星移")
        }
        return data;
    }

    // 狮驼岭
    , "魔兽神功": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 20) {
            data.push("变身")
            data.push("魔兽啸天")
        }
        if (lp === "嗜血狂魔") {
            if (skill_level >= 1) {
                data.push("狮吼") //被动
            }
        }
        else if (lp === "狂怒斗兽") {
            if (skill_level >= 30) {
                data.push("狂怒")
            }
        }
        return data;
    }
    , "生死搏": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 20) {
            data.push("象形")
        }
        if (skill_level >= 30) {
            data.push("鹰击")
        }
        if (skill_level >= 20) {
            data.push("狮搏")
        }
        if (skill_level >= 120) {
            data.push("天魔解体")
        }
        if (skill_level >= 180) {
            data.push("疯狂鹰击")
        }
        return data;
    }
    , "训兽诀": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 15) {
            data.push("威慑")
        }
        return data;
    }
    , "阴阳二气诀": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 40) {
            data.push("定心术")
        }
        if (skill_level >= 120) {
            data.push("魔息术")
        }
        return data;
    }
    , "狂兽诀": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 30) {
            data.push("连环击")
        }
        if (skill_level >= 35) {
            data.push("神力无穷")
        }
        return data;
    }
    , "大鹏展翅": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1) {
            data.push("振翅千里")
        }
        return data;
    }
    , "魔兽反噬": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 20) {
            data.push("极度疯狂")
        }
        return data;
    }


    // 盘丝洞
    , "秋波暗送": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 20) {
            data.push("勾魂")
        }
        if (skill_level >= 20) {
            data.push("摄魄")
        }
        return data;
    }
    , "蛛丝阵法": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 30) {
            data.push("盘丝舞")
            data.push("夺命蛛丝")
        }
        if (lp === "百媚魔姝") {
            if (skill_level >= 10) {
                data.push("千蛛噬魂")
                data.push("蛛丝缠绕")
            }
        }
        return data;
    }
    , "迷情大法": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 30) {
            data.push("含情脉脉")
        }
        if (skill_level >= 45) {
            data.push("魔音摄魂")
        }
        if (skill_level >= 120) {
            data.push("瘴气")
        }
        return data;
    }
    , "天外魔音": (skill_level, lp) => {
        let data = [];
        return data;
    }
    , "盘丝大法": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 45) {
            data.push("神迷") //被动
        }
        if (skill_level >= 20) {
            data.push("盘丝阵")
        }
        if (skill_level >= 20) {
            data.push("复苏")
        }
        if (skill_level >= 180) {
            data.push("媚眼如丝")
        }
        return data;
    }
    , "盘丝步": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 15) {
            data.push("天罗地网")
        }
        if (skill_level >= 1) {
            data.push("天蚕丝")
        }
        if (skill_level >= 120) {
            data.push("幻镜术")
        }
        return data;
    }
    , "姊妹相随": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 15) {
            data.push("姐妹同心")
        }
        return data;
    }

    // 凌波城
    , "天地无极": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1) {
            if (lp === "九天武圣") {
                data.push("吞山")//被动
                data.push("饮海")//被动
            }
            else if (lp === "灵霄斗士") {
                data.push("超级战意")//被动
            }
        }

        if (lp === "风云战将" && skill_level >= 30) {
            data.push("天眼神通")//被动
        }

        data.push("战意")//被动
        if (skill_level >= 180) {
            data.push("无双战魂")
        }
        return data;
    }
    , "九转玄功": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 25) {
            data.push("不动如山")
        }
        return data;
    }
    , "武神显圣": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 30) {
            data.push("碎星诀")
        }
        if (skill_level >= 120) {
            data.push("镇魂诀")
        }
        return data;
    }
    , "气吞山河": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 25) {
            data.push("裂石")
        }
        if (skill_level >= 25) {
            data.push("浪涌")
        }
        if (skill_level >= 35) {
            data.push("断岳势")
        }
        if (skill_level >= 45) {
            data.push("天崩地裂")
        }
        if (skill_level >= 45) {
            data.push("翻江搅海")
        }
        if (skill_level >= 35) {
            data.push("惊涛怒")
        }
        return data;
    }
    , "啸傲": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 35) {
            data.push("穿云破空")
        }
        return data;
    }
    , "诛魔": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 25) {
            data.push("指地成钢")
        }
        if (skill_level >= 120) {
            data.push("腾雷")
        }
        return data;
    }
    , "法天象地": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1) {
            data.push("纵地金光")
        }
        if (skill_level >= 30) {
            data.push("无穷妙道")
        }
        return data;
    }


    // 神木林
    , "瞬息万变": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1) {
            data.push("风灵")//被动
        }
        if (lp === "通天法王") {
            if (skill_level >= 35) {
                data.push("落叶萧萧")
                data.push("鞭挞")//被动
            }
        }
        else if (lp === "巫影祭司") {
            if (skill_level >= 1) {
                data.push("蛊木迷瘴")
                data.push("鞭挞")//被动
            }
        }
        else if (lp === "灵木神侍") {
            if (skill_level >= 1) {
                data.push("风萦")
            }
            if (skill_level >= 35) {
                data.push("落叶萧萧")
            }
        }
        return data;
    }
    , "万灵诸念": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 20) {
            data.push("荆棘舞")
        }
        if (skill_level >= 20) {
            data.push("尘土刃")
        }
        if (skill_level >= 20) {
            data.push("冰川怒")
        }
        return data;
    }
    , "巫咒": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 40) {
            data.push("雾杀")
        }
        if (skill_level >= 40) {
            data.push("血雨")
        }
        return data;
    }
    , "万物轮转": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 35) {
            data.push("星月之惠")
        }
        return data;
    }
    , "天人庇护": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 50) {
            data.push("炎护")
        }
        if (skill_level >= 1) {
            data.push("叶隐")
        }
        return data;
    }
    , "神木恩泽": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 35) {
            data.push("神木呓语")
        }
        if (skill_level >= 180) {//测试模式
            data.push("花语歌谣")
        }
        if (lp === "灵木神侍") {
            if (skill_level >= 35) {
                data.push("疾风秋叶")
                data.push("古藤秘咒")
                data.push("木精")
            }
        }
        return data;
    }
    , "驭灵咒": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 20) {
            data.push("蜜润")
            data.push("蝼蚁蚀天")
        }
        return data;
    }


    // 无底洞
    , "枯骨心法": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1 && lp === "妙谛金莲") {
            data.push("金莲")//被动
        }
        if (lp === "摄魂迷影") {
            data.push("缚魂")//被动
        }
        if (skill_level >= 20) {
            data.push("移魂化骨")
        }
        return data;
    }
    , "阴风绝章": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 25) {
            data.push("夺魄令")
        }
        if (skill_level >= 30) {
            data.push("煞气诀")
        }
        if (skill_level >= 50) {
            data.push("惊魂掌")
        }
        if (skill_level >= 20) {
            data.push("摧心术")
        }
        if (lp === "幽冥巫煞") {
            data.push("裂魂")//被动
        }
        return data;
    }
    , "鬼蛊灵蕴": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 35) {
            data.push("夺命咒")
        }
        return data;
    }
    , "燃灯灵宝": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 35) {
            data.push("明光宝烛")
        }
        if (skill_level >= 120) {
            data.push("金身舍利")
        }
        if (lp === "妙谛金莲") {
            if (skill_level >= 180) {
                data.push("净土灵华")
            }
        }
        return data;
    }
    , "地冥妙法": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 20) {
            data.push("地涌金莲")
            data.push("万木凋枯")
        }
        if (skill_level >= 20) {
            data.push("追魂刺")//新增
        }
        if (skill_level >= 20 && lp === "妙谛金莲") {
            data.push("由己渡人") //新增
        }
        return data;
    }
    , "混元神功": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 25) {
            data.push("元阳护体")
        }
        if (skill_level >= 25) {
            data.push("燃血术") //新增
        }
        data.push("化羽为血")
        return data;

    }
    , "秘影迷踪": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1) {
            data.push("遁地术")
        }
        return data;
    }

    // 女儿
    , "毒经": (skill_level, lp) => {
        let data = [];
        return data;
    }
    , "倾国倾城": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 20) {
            data.push("红袖添香")
        }
        if (skill_level >= 10) {
            data.push("楚楚可怜")
        }
        if (skill_level >= 120) {
            data.push("一笑倾城")
        }
        return data;
    }
    , "沉鱼落雁": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 25) {
            data.push("满天花雨")
            data.push("情天恨海")
        }
        if (skill_level >= 20) {
            data.push("雨落寒沙")
        }
        if (skill_level >= 20) {
            data.push("子母神针") //新增
        }
        return data;
    }
    , "闭月羞花": (skill_level, lp) => {
        let data = [];
        if (lp !== "花雨伊人") {
            if (skill_level >= 1) {
                data.push("自矜") //被动
            }
        }
        if (skill_level >= 30) {
            data.push("莲步轻舞")
            data.push("如花解语")
        }
        if (skill_level >= 40) {
            data.push("似玉生香")
            data.push("娉婷袅娜")
        }
        if (skill_level >= 180) {
            if (lp === "花间美人") {
                data.push("花飞柳舞")
            }
            else {
                data.push("月下霓裳")
            }
        }
        return data;
    }
    , "香飘兰麝": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 35) {
            data.push("轻如鸿毛")
        }
        return data;

    }
    , "玉质冰肌": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 10) {
            data.push("百毒不侵")
        }
        return data;
    }
    , "清歌妙舞": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1) {
            data.push("移形换影")
        }
        if (lp === "花间美人" && skill_level >= 20) {
            data.push("葬玉焚花")
        }
        if (skill_level >= 120) {
            data.push("飞花摘叶")
        }
        return data;
    }

    //花果山
    , "神通广大": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1) {
            data.push("如意神通") //被动
        }
        if (skill_level >= 120) {
            if (lp === "通天行者") {
                data.push("灵彻太虚")
            }
            else
                data.push("威震凌霄")
        }
        data.push("气慑天军")
        return data;
    }
    , "如意金箍": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1) {
            if (lp === "通天行者") {
                data.push("棒掀北斗")
                data.push("兴风作浪")
                data.push("棍打诸神")
            }
            else {
                data.push("当头一棒")
                data.push("神针撼海")
                data.push("杀威铁棒")
                data.push("泼天乱棒")
            }
        }
        return data;
    }
    , "齐天逞胜": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 15) {
            data.push("移星换斗")
        }
        if (skill_level >= 1) {
            data.push("九幽除名")
            data.push("云暗天昏")
        }
        return data;
    }
    , "金刚之躯": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 35) {
            data.push("担山赶月")
        }
        if (skill_level >= 1) {
            data.push("铜头铁臂")
        }
        return data;
    }
    , "灵猴九窍": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 10) {
            data.push("无所遁形")
            data.push("除光息焰")
            if (lp === "通天行者") {
                data.push("意马心猿")
            }
        }
        if (skill_level >= 180) {
            data.push("天地洞明")
        }
        return data;
    }
    , "七十二变": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 10) {
            data.push("呼子唤孙")
        }
        if (skill_level >= 45) {
            data.push("八戒上身")
        }
        return data;
    }
    , "腾云驾霧": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1) {
            data.push("筋斗云")
        }
        return data;
    }
    , "九黎战歌": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1) {
            data.push("黎魂")
            data.push("战鼓")
            data.push("怒哮")
            data.push("炎魂")
        }
        return data;
    }
    , "魂枫战舞": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1) {
            data.push("枫影二刃")
        }
        return data;
    }
    , "兵铸乾坤": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 30) {
            data.push("一斧开天")
        }
        return data;

    }
    , "燃铁飞花": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 30) {
            data.push("三荒尽灭")
        }
        return data;

    }
    , "战火雄魂": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 30) {
            data.push("铁血生风")
        }
        return data;

    }
    , "魔神降世": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 30) {
            data.push("力辟苍穹")
        }
        return data;
    }
    , "风行九黎": (skill_level, lp) => {
        let data = [];
        if (skill_level >= 1) {
            data.push("故壤归心")
        }
        return data;

    }
}

